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//=============================================================================
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// Salted Fish Plugins - Auto Revive
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// SF_AutoRevive.js
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//=============================================================================
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"use strict";
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var Imported = Imported || {};
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Imported.SF_AutoRevive = true;
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var SF_Plugins = SF_Plugins || {};
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//=============================================================================
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/*:
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* @plugindesc v1.0.0 - Automatically revive dead party members.
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* @author Salted Fish
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*
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* @help
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*
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* ===========================================================================
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* Introduction
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* ===========================================================================
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*
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* This plugin automatically revives dead party members before Game Over.
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*
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* ===========================================================================
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* Map Notetags
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* ===========================================================================
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*
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* You can use the following notetags to specify the position of the revive
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*
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* <Revive Position:x,y,d>
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* - x and y are the coordinates of the revive position.
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* - x and y are relative to the map.
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* - d is the direction the revive will face.
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* - 0 is same as before.
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* - 1 is down.
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* - 2 is left.
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* - 3 is right.
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* - 4 is up.
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*
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* ===========================================================================
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* Plugin Commands
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* ===========================================================================
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*
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* You can use the following plugin commands to change the settings.
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*
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* SF_AutoRevive_Enable
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* - Enables the revive system.
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*
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* SF_AutoRevive_Disable
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* - Disables the revive system.
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*
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*/
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//=============================================================================
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(function () {
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var SF_AutoRevive = {};
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SF_Plugins.SF_AutoRevive = SF_AutoRevive;
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SF_AutoRevive.version = 1.0;
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//=============================================================================
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// Game_System
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//=============================================================================
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SF_AutoRevive.Game_System_initialize = Game_System.prototype.initialize;
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Game_System.prototype.initialize = function () {
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SF_AutoRevive.Game_System_initialize.call(this);
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this._autoRevive = true;
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};
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Game_System.prototype.isAutoReviveEnabled = function () {
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return this._autoRevive;
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};
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Game_System.prototype.setAutoReviveEnabled = function (value) {
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this._autoRevive = value;
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};
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Game_System.prototype.isSupportAutoRevive = function () {
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return this.isAutoReviveEnabled && $gameMap.getRevivePosition();
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};
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//=============================================================================
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// Game_Map
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//=============================================================================
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SF_AutoRevive.Game_Map_setup = Game_Map.prototype.setup;
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Game_Map.prototype.setup = function (mapId) {
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SF_AutoRevive.Game_Map_setup.call(this, mapId);
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this._revivePosition = null;
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};
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Game_Map.prototype.getRevivePosition = function () {
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if (this._revivePosition) {
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return this._revivePosition;
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}
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var meta = $dataMap.meta;
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if (meta["Revive Position"]) {
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var position = meta["Revive Position"].split(",");
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this._revivePosition = {
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x: Number(position[0]),
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y: Number(position[1]),
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d: Number(position[2]),
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};
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}
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return this._revivePosition;
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};
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//=============================================================================
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// Game_Interpreter
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//=============================================================================
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SF_AutoRevive.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function (command, args) {
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SF_AutoRevive.Game_Interpreter_pluginCommand.call(this, command, args);
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if (command === "SF_AutoRevive_Enable") {
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$gameSystem.setAutoReviveEnabled(true);
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} else if (command === "SF_AutoRevive_Disable") {
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$gameSystem.setAutoReviveEnabled(false);
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}
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};
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//=============================================================================
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// Game_BattlerBase
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//=============================================================================
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Game_BattlerBase.prototype.reviveFull = function () {
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this.recoverAll();
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};
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//=============================================================================
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// Game_Party
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//=============================================================================
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Game_Party.prototype.autoReviveAllMembers = function () {
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var loss_gold = this.gold() * 0.1;
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this.loseGold(loss_gold);
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this.members().forEach(function (member) {
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if (member.isDead()) {
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member.reviveFull();
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}
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});
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};
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//=============================================================================
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// Game_Player
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//=============================================================================
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Game_Player.prototype.reviveTransfer = function () {
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var revive_position = $gameMap.getRevivePosition();
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if (revive_position) {
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this.reserveTransfer($gameMap.mapId(), revive_position.x, revive_position.y, revive_position.d);
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}
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};
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//=============================================================================
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// BattleManager
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//=============================================================================
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SF_AutoRevive.BattleManager_updateBattleEnd = BattleManager.updateBattleEnd;
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BattleManager.updateBattleEnd = function () {
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if (this.isBattleTest()) {
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AudioManager.stopBgm();
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SceneManager.exit();
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} else if (!this._escaped && $gameParty.isAllDead()) {
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if (this._canLose) {
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$gameParty.reviveBattleMembers();
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SceneManager.pop();
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} else if ($gameSystem.isSupportAutoRevive()) {
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$gameParty.autoReviveAllMembers();
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$gamePlayer.reviveTransfer();
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SceneManager.pop();
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} else {
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SceneManager.goto(Scene_Gameover);
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}
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} else {
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SceneManager.pop();
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}
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this._phase = null;
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};
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//=============================================================================
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// Scene_Base
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//=============================================================================
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SF_AutoRevive.Scene_Base_checkGameover = Scene_Base.prototype.checkGameover;
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Scene_Base.prototype.checkGameover = function () {
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if ($gameParty.isAllDead()) {
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if ($gameSystem.isSupportAutoRevive()) {
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$gameParty.autoReviveAllMembers();
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$gamePlayer.reviveTransfer();
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} else {
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SceneManager.goto(Scene_Gameover);
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}
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}
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};
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})();
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